﻿#region Using Statements
using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;

#endregion

#region COPYRIGHT

/*
    Copyright (c) 2007, 2008, 2009, 2010 
        Roland Rosenkranz (Glatzemann@email.de)
*/

#endregion

#region LICENSE

/*
    This file is part of starLiGHT.Input.

    starLiGHT.Input is free software: you can redistribute it and/or modify
    it under the terms of the GNU Lesser General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    starLiGHT.Input is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public License
    along with starLiGHT.Input.  If not, see <http://www.gnu.org/licenses/>.

    
    ADDITIONAL (commercial) LICENSES for starLiGHT.Input are available on request.
*/

#endregion

#region Version Stuff
// **************[ starLiGHT.Engine SVN ]**********************
// * $Rev:: 1496                  $:  Revision of last commit *
// * $Author:: glatzemann         $:  Author of last commit   *
// * $Date:: 2010-10-11 09:38:05 #$:  Date of last commit     *
// ************************************************************
#endregion

namespace starLiGHT.Input
{
    public class AnalogAxisAction : InputAction
    {
        #region Member Variables
        List<IPositionalControl> controls;
        Vector2 lastPosition = Vector2.Zero;
        Vector2 actPosition = Vector2.Zero;

        #endregion

        #region Constructors
        public AnalogAxisAction(string name)
            : this(name, null)
        {
        }

        public AnalogAxisAction(string name, IPositionalControl control)
            : base(name)
        {
            this.controls = new List<IPositionalControl>();
            if (control != null)
                this.controls.Add(control);
        }

        #endregion

        public override void Update(GameTime gameTime)
        {
            if (controls == null || controls.Count == 0)
                return;

            int cnt = 0;
            lastPosition = actPosition;
            actPosition = Vector2.Zero;
            foreach (IPositionalControl ac in controls)
            {
                actPosition += ac.Position;
                if (ac.Position != Vector2.Zero)
                    cnt++;
            }

            if (cnt > 1)
            {
                lastPosition /= cnt;
                actPosition /= cnt;
            }
        }

        public override ActionState GetState()
        {
            return ActionState.NONE;
        }

        public override ActionState GetLastState()
        {
            return ActionState.NONE;
        }

        public void AddPositionalControl(IPositionalControl positionalControl)
        {
            controls.Add(positionalControl);
        }

        public IEnumerable<IPositionalControl> PositionalControls
        {
            get
            {
                foreach (IPositionalControl control in controls)
                {
                    yield return control;
                }
            }
            set
            {
                controls.Clear();
                controls.AddRange(value);
            }
        }

        public override Vector2 Position
        {
            get { return actPosition; }
        }

        public override Vector2 LastPosition
        {
            get { return lastPosition; }
        }
    }
}
